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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6 /

Vol. 6 No. 1 (2010): Sixth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Invited Talks
    PDF
  • Preface
    PDF
  • Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control
    PDF
  • Tanagra: An Intelligent Level Design Assistant for 2D Platformers
    PDF
  • The Prom: An Example of Socially-Oriented Gameplay
    PDF
  • Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption
    PDF
  • A Non-Modal Approach to Integrating Dialogue and Action
    PDF
  • Polymorph: A Model for Dynamic Level Generation
    PDF
  • A Command Language for Taskable Virtual Agents
    PDF
  • A Monte Carlo Approach for Football Play Generation
    PDF
  • Fuzzy Micro-Agents for Interactive Narrative
    PDF
  • Behavior Compilation for AI in Games
    PDF
  • Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
    PDF
  • Novice-Friendly Authoring of Plan-Based Interactive Storyboards
    PDF
  • Player Modeling in Civilization IV
    PDF
  • An Automated Model-Based Adaptive Architecture in Modern Games
    PDF
  • Minstrel Remixed: Procedurally Generating Stories
    PDF
  • Socially Consistent Characters in Player-Specific Stories
    PDF
  • Quest Patterns for Story-Based Computer Games
    PDF
  • Modeling Narrative Conflict to Generate Interesting Stories
    PDF
  • WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
    PDF
  • The Pataphysic Institute
    PDF
  • Adversarial Navigation Mesh Alteration
    PDF
  • On the Complexity of Two-Player Attrition Games Played on Graphs
    PDF
  • Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities
    PDF
  • Realistic Fireteam Movement in Urban Environments
    PDF
  • AI for Herding Sheep
    PDF
  • An Automated Technique for Drafting Territories in the Board Game Risk
    PDF
  • Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
    PDF
  • Using Machine Translation to Convert Between Difficulties in Rhythm Games
    PDF
  • Breaking Path Symmetries on 4-Connected Grid Maps
    PDF
  • DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds
    PDF
  • An Offline Planning Approach to Game Plotline Adaptation
    PDF
  • Story and Text Generation through Computational Analogy in the Riu System
    PDF
  • Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
    PDF
  • Towards Automatic Personalized Content Generation for Platform Games
    PDF
  • Learning Companion Behaviors Using Reinforcement Learning in Games
    PDF
  • A Comparison of High-Level Approaches for Speeding Up Pathfinding
    PDF
  • Perceptually Realistic Behavior through Alibi Generation
    PDF
  • Crowd Simulation Via Multi-Agent Reinforcement Learning
    PDF
  • A Semantic Scene Description Language for Procedural Layout Solving Problems
    PDF
  • AIIDE 2010 StarCraft Competition
    PDF
  • Applying Goal-Driven Autonomy to StarCraft
    PDF

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